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Published by Dragoonmk3, 2023-05-19 17:53:19

Werewolf - The Apocalypse

Werewolf - The Apocalypse

Willpower 6, Rage 7, Gnosis 5, Essence 18 Charms: Blast (Lightning), Control Electrical Systems, Short Out When materialized, these spirits are seldom visible except through contaminants such as dust or smoke. Willpower 3, Rage 8, Gnosis 7, Essence 18 Charms: Create Wind, Updraft These mercurial spirits typically manifest as a swirling column of flame. Willpower 5, Rage 10, Gnosis 5, Essence 20 Charms: Blast (Flame), Create Fires Most of the spirits that Garou deal with are tied tp something concrete and understandable, such as a type of animal or plant. Some have no such connection, though. Lacking a frame of reference, they are often difficult to comprehend. Regardless, some wise Garou have had encounters with these spiritual enigmas and come away the better for the meeting. These elementals often appear as little more than a "thickening" in a body of water, but they take on humanlike form occasionally. Willpower 6, Rage 4, Gnosis 10, Essence 20 Charms: Cleanse the Blight, Flood, Healing These spirits usually appear as numerous glass shards collected into a humanoid form. Willpower 4, Rage 7, Gnosis 7, Essence 18 Charms: Blast (Glass shards), Materialize, Shatter Glass Chimerlings are Jagglings of the totem Chimera. They are Enigma given form, changing shape as they choose. They appear to Garou at the end of dreamquests, or they haunt dreams to grant Gifts or impart messages that the receiver seldom understands. Willpower 3, Rage 5, Gnosis 10, Essence 18 Charms: Shapeshift These spirits usually manifest as electric arcs, St. Elmo's Fire or ball lightning. Englings, Jagglings of Gaia, are spirits of Gnosis that Garou hunt during moots. Once caught, the Engling is thanked for giving itself to strengthen the Garou. If the ceremony is performed properly, the participants regain all their Gnosis, Werewo/f: TAe Ap


and the Engling re-forms elsewhere in the Umbra. See Sacred Hunt, p. 127, for more information about hunting Englings. Willpower 5, Rage 1, Gnosis 10, Essence 16 Charms: No special Charms These Gafflings appear as a small nested series of filigreed spheres hovering just above the ground. Theurges and many Stargazers spend hours studying these spirits to puzzle out the true pattern they hold within their spinning colored spheres. It usually requires a Gnosis point to troll in a Curiosus, but solving the puzzle successfully (Perception + Enigmas, difficulty 9) earns the Garou a Gnosis point and a temporary Willpower point per success. Those who meditate on such spirits come to the realization that the Curiosus is fascinated by non-spirit beings, and that it will watch them as long as they watch it. Willpower 5, Rage 3, Gnosis 9, Essence 17 Charms: Illuminate (lights a 50-foot area or changes the color of light) These spirits embody an idea or concept, such as peace, envy, death or speed. Although they find Epiphlings more understandable than Chimerlings, Garou aren't sure exactly how these spirits fit into the spiritual hierarchy. Having studied these spirits more closely than any other tribe, Stargazers suggest that Epiphlings are the essence of pure thought and Platonic ideals made manifest. Whether they are spawned from the thoughts and emotions generated in the physical realm or they come from some place in the Umbra is open to debate. Besides learning Gifts, Garou often bind them into fetishes. The Storyteller may create appropriate traits for Epiphlings, which are usually encountered as Gafflings. Fetishes are ranked by level, corresponding to the Fetish Background Trait. Characters with this Background may choose one or more of these items (up to their level in the Background). Again, remember that fetishes that require activation rolls (such as fang daggers and sanctuary chimes) cannot be used in the same turn that their wielder spends Rage. Storytellers should use the following list as a basis for creating their own fetishes, keeping in mind the information in Chapter Seven (Fetishes, p. 240) and the Rites section of Chapter Four (Rite of the Fetish, p. 161). Fetishes should be rare and cherished items that are uncommon among werewolves. Having too many fetishes present in a chronicle can give players a feeling that they need "magic items" to have powerful characters. A werewolf must rely first on her own claws and fangs to rend her prey. Level One, Gnosis 6 This somewhat gruesome fetish is nonetheless highly useful for metis and lupus Garou who want to have an easier time hiding their true nature. When activated, the fetish — which takes the form of a scrap of ape (or human) skin tattooed with a glyph — makes a metis or lupus' Homid form identical to that of a homid Garou. While in Homid, the werewolf takes no special damage from silver (although it will still reduce her Gnosis), but he is not able to regenerate as usual. A homid ancestor-spirit must be bound into this fetish. Level One, Gnosis 5 Carved from hickory, this small flute has many small feathers from songbirds decorating it. When activated and played (which requires a Performance roll), the flute emits an enchanting harmonious melody, reawakening ancient memories of peace from the time before the Severing. When an aggressive creature hears the song, the Storyteller must make a successful Rage roll, or the creature ceases its struggles. Creatures without Rage may not resist the effects of the flute. Any being listening to the sound may still defend himself if he is attacked. The power of the flute affects only those listening to the music. Once the music stops, anything goes. To create a harmony flute, a Garou must bind a spirit of peace, calm or water, or he must bind a bird spirit. Level Two, Gnosis 5 This fetish is a human hair suspended in an iron ingot. When the wielder activates the fetish and concentrates upon a specific spirit, the ingot pulls in that direction. This fetish works only for tracking spirits. To create a spirit tracer, one must bind a predator spirit or a spirit that has the Charm: Tracking into the ingot. Level Three, Gnosis 7 This tiny piece of a Bane spirit is wrapped carefully in cloth and worn as an amulet. When activated, it causes all malevolent spirits, especially Banes, to react to the wearer as if she were a kindred soul — a "wolf in Bane's clothing," as it were. If the wearer takes any action against her "fellow" Banes, the guise is broken immediately. These fetishes cannot fool Incarnae or mightier spirits. Level Three, Gnosis 6 These daggers are always carved carefully from the tooth or tusk of a great beast. After striking an opponent, the werewolf can activate her weapon. If successful, the spirit trapped within the fang dagger "bites" deeper into the wound, doubling the number of successes on the damage roll. The damage is aggravated. To create a fang dagger, one must bind a snake-spirit or a spirit of war, pain or death into the blade. Level Three, Gnosis 7 This fetish is a small, golden pendant in the shape of a half moon. These fetishes are usually worn around the neck, held by a strong leather thong. At night, when the pendant is activated, the wearer vanishes completely for one minute per success. Neither mundane creatures nor spirits may sense her in any way except touch. The veil remains drawn until the time expires or the wearer removes it. To create this fetish, one must bind a Lune, a chameleonspirit, a spirit of illusion or a spirit of shadow into the pendant.


Most of the tribes have their own traditional weapons besides the klaive. The Black Furies wield double-headed axes, called labrys, some of which howl when used against male opponents. Wendigo from the far North possess fetish spears that hold terrible and fearsome arctic or storm-spirits. The Fianna have many great axes, ancient weapons nearly too large and heavy for a human to lift. Glass Walkers stay on the cutting edge of modern combat. They make fetishes from guns and high-tech weaponry, which they guard with the fervor that other tribes hold for their ancient blades. Bone Gnawers often have easily concealed blades, which won't gleam with silver, but will cut deep and sometimes deliver a powerful infection as well. Storytellers should adapt all fetishes to fit their chronicles, but in the case of klaives and sacred weapons, doing so is especially important. These weapons have great cultural significance among the Garou, and non-klaive weapons can be equally important if not more so to a particular tribe. Level Three, Gnosis 6 When activated, this miniature tubular bell emits chimes into the wind. No spirit may materialize within 100 feet unless it is invited to do so. This fetish usually protects caerns or the homes of pregnant Kinfolk. To create sanctuary chimes, one must bind a spirit of protection or a turtle-spirit into the tubular bell. Level Four, Gnosis 6 The signature weapon of the werewolf race, klaives are fetish daggers of a singular design, made to be used in Homid and Crinos form alike. Klaives are rare weapons that are made from the purest silver. A werewolf who carries a klaive loses one point from his effective Gnosis rating, thanks to the silver. A war-spirit is usually bound into the klaive, allowing the weapon to inflict aggravated damage upon non-Garou foes. Without the spirit, a klaive does not inflict aggravated damage (at least, not to creatures that aren't vulnerable to silver). However, a Garou does not need to attune a klaive that has no spirit in it. Pulling a klaive on another werewolf is considered a grave action, for a klaive duel is almost always a duel to the death. Nonetheless, klaive duels among Garou are dangerously common as the tension of the Final Days grows. Elders complain that too many of these sacred artifacts are in the hands of reckless youths who see nothing wrong with using them for everyday tasks. Young werewolves argue that too many klaives are kept hidden away for rituals and great quests instead of being used to slice the hearts out of their enemies. The difficulty to attack with a klaive is 6, and it inflicts Strength +2 damage. Because it is a silver weapon, werewolves may not soak this damage unless they are in their breed form. Level Four, Gnosis 6 This talisman of amber contains a single human hair. When activated, it causes all humans viewing the werewolf to believe


that he is a normal human, regardless of his current form. However, this fetish doesn't mask his actions; if he tears out an enemy's throat, humans will see him as cannibalistic psychotic. To create a monkey puzzle, one must bind a ghost, a spirit of illusion or a trickster spirit into the amber talisman. Level Four, Gnosis 8 When activated and blown, this ivory whistle emits a wailing scream that causes immense pain to all spirits within the wielder's line of sight. Any spirits present must roll Gnosis and score a number of successes equal to or greater than the wielder's successes, lest they flee from the scream. The power of this fetish is directional; a spirit behind the user does not have to check Gnosis. To create a spirit whistle, one must bind a screech-owlspirit, a spirit of madness or a spirit of discord into the ivory whistle. Level Five, Gnosis 7 These mighty blades are the Waives of the most legendary heroes. As large as swords, these silver weapons cause immense damage. A werewolf who carries a grand klaive loses two points from his effective Gnosis rating. A war-spirit is usually bound into the grand klaive, allowing it to inflict aggravated damage upon non-Garou foes. Grand klaives without the spirit aren't fetishes, only silver weapons. Grand klaives are very rare and usually tied to specific Garou lineages, especially among the Silver Fangs, Fianna and Shadow Lords. Besides the usual war-spirit, a second spirit — such as a fire-spirit that might add extra soak dice against fire when the klaive is activated or an ancestor-spirit that might provide extra dots in an Ability such as Occult or Survival — is sometimes bound into the grand klaive. The secondary spirit rarely minds sharing the fetish with another since these weapons are the pinnacle of honor. The difficulty to attack with a grand klaive is 6, and it inflicts Strength +2 damage. Because it is a silver weapon, Garou may not soak this damage except in their breed form. Werewolves, especially young ones, who possess a grand klaive attract the attention of powerful spirits and other Garou. Elders often question the audacity of a youth who dares to carry such a sacred weapon, while his peers may covet the power and attention. While fetishes are rare items requiring great effort to create, talens are far more common. Even a fairly inexperienced Garou may create a talen. The following is a list of sample talens. The Storyteller should feel free to create more, bearing in mind that they are always one-shot items that should never be as powerful as an equivalent fetish. Gnosis 4 These obsidian-headed arrows seek out and home in on Banes, whether or not they are visible. They hit Banes automatically and inflict three dice of aggravated damage. Furthermore, the bite of a Bane arrow is so painful that no Bane can resist howling in agony. Wyrm-spirits can sometimes sense the presence of these talens, and they may not wait for the archer to fire before acting. To create a Bane arrow, one must bind a spirit of war, air or pain into the arrow. Gnosis 6 When broken open, activated and sprinkled over the body of a recently (within a day) dead creature, this small jar of dust allows the wielder to communicate with the spirit of the corpse. The Silent Striders sometimes give these talens to their pups to help them discover knowledge. To create death dust, one must bind a spirit of death, communication or divination into the jar. Gnosis 8 This talen is a single moonbeam caught within a small crystal. Upon embarking on a journey into the Umbra, the wielder may activate this talen from Luna. As long as it is carried continually, the journey should be a safe one. The crystal shatters once the Garou reaches his destination. This talen keeps away only incidental danger. If a powerful and hostile spirit hunts the werewolf actively, she has more problems than this talen can solve. Only a Lune can empower a moon glow talen. Gnosis 5 This small waxen seal bears the sign of the full moon. When activated and thrown down before any werewolf, the werewolf s player must succeed on a Willpower roll (difficulty 7), or the character changes immediately to Lupus form. This talen works on Black Spiral Dancers and other shapechangers as well, making them shift to their animal form. To create a moon sign, one must be bind a Lune into the seal. One may also use a spirit of the Wyld, a spirit of change or a wolf-spirit. Gnosis 5 This talen is distilled from the very essence of night. When quaffed, one fluid ounce of this liquid turns the imbiber's body into shadow, rendering her virtually invisible in darkness. Only a watcher searching actively for the user can make a roll to spot her. This effect lasts only an hour. Weaker versions of this talen exist that last only until the change of the next hour. To create nightshade, a spirit of night or darkness must be bound into a vial. Gnosis 8 This sigil possesses some protection against the power of the Wyrm. Servants of the Wyrm revert to their true forms if the sigil activates in their presence. Some believe that this action alerts the Wyrm to the existence of the sigil, but in any event, the sigil combusts in a greenish fire immediately after use, and it is incinerated completely. To create a Wyrm scale, a Wyrm-spirit must be bound into the sigil. Append (X: Affies


ftI'm sorry I missed you, old friends. I'm sorry I missed all of you. But duty does not wait for a convenient hour, does it? Eliphas didn't have to say a word; I knew already that if you weren't at court, you had business elsewhere. We are all pulled by many obligations, all of which must be met if we are to live in accordance with our own honor. fl Forgive me. I know I must sound very unusual, as rambling as I am. I find it difficult to express myself on paper, unable to look on the faces of my friends. By the time you return, and certainly by the time you read this, you will already have heard the news. Yes, my tribe has decided to leave the Garou Nation, at least for a time — but with the Red Star burning in the sky, I doubt that our business will be complete before the final battle comes. This was not a unanimous decision. I feel it is a poor move, and I said as much, but I cannot fault my tribe's obligation to our homelands and what remains of our Kin, So I have left my home in the care of my friend Shakar, and I am returning with my elders to speak with our new allies, and to see for myself whether or not this decision will bear fruit. , „:••;;;;;> ,;!-sV:i:: i..::L 'i=: V:':': •'• " ' ' ' ' •• •• '' • '•': ''' . S:f!!f» Mari, Albrecht: I can hear fotfifSw. Please, grant my tribemates the benefit of the doubt, and do the same for me. I will return. My home is not in India, nor in the Himalayas. I was born here, and I feel my greatest duty lies in these mountains: a duty to this land and the people here. I shall be back, even if it means returning so close to the End that I am taken for a harbinger of the final battle itself, is,, .•,:.,,!>:-•-:; . = " • ' ,,' ™ ' ' ' '"''^^tljSte Tell the others. Evan, I ask this of you in particula% because you have the gift of words so rare among us. Tell the others that the Stargazers have chosen to step aside from the Garou Nation, but that they cannot and would never relinquish being Garou. Remember that there will be some of us who remain behind, preferring the ties of the Nation to those of tribal loyalty. Tell the others that these Stargazers are still their allies — that even those of us who left are still their allies, even if we've chosen a different battlefield, a battlefield that must.be defended now or it will be lost forever. I wish there were more time. I had to ask Eliphas for pen and paper, and it grieved me that I am forced to write this rather than wait for you and talk to you in person. But time, I am afraid, is something that pone of us really have anymore. Gaia be with you, my friends. I look forward to seeing you again in person once more. Antonine


>^ Player: Chronicle: Strength Dexterity Stamina _ MAPOCALYPSE Breed: Auspice: Tribe: Pack Name: Pack Totem: Concept: 00000 0OOOO 0OOOO Charisma Manipulation Appearance •0000 •0000 •0000 Perception Intelligence Wits • 0000 •0000 •0000 Alertness Athletics Brawl Dodge Empathy Expression Intimidation Primal-Urge Streetwise Subterfuge OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO Animal Ken Crafts Drive Etiquette Firearms Leadership Melee Performance Stealth Survival OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO Computer Enigmas Investigation Law Linguistics Medicine Occult Politics Rituals Science OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO _ooooo _ooooo _ooooo _ooooo .OOOOO Q/bry ooooooooo o QQQQQQQQQQ ooooooooo o ooooooooo o QQQQQQQQQQ OOOOOOOOO O QQQQQQQQQQ OOOOOOOOO O QQQQQQQQQQ Bruised Hurt -1 Injured -1 Wounded -2 Mauled -2 Crippled -5 Incapacitated Q J Q LJ . Q Q Q. • •^feyj^ ooooooooo o


?*APOCALYPSE Strength (+2) Stamina (+2) Changf ,-Difficu|f|6 Appearance (-1) Manipulation. (*D. Dexterity ( + !)_ Stamina (+3) Appearance 0 Manipulation (-3)_j___ Difficulty: 6 INCITE DELIRIUM IN HUMANS Dexterity (+2)_ Stamina (+3)__ Manipulation (-3)_ Difficult Dexterity (+2)__ Stamina (*2),_____ Manipulation (-||___ .Difficulty: I •— —— —— —— • fc-7/w //*«*/ — — — — x-~ - OOOOO J OOOOO \ ooooo ! ooooo j ooooo j ooooo ooooo ooooo 1 ooooo | ooooo 1 Item: f Power: j Item: j Power: 1 Item: 1 Power: 1 Item: I Power: 1 - cA #JtJW&J ' ' Level Level Level Level •*** Gnosis Gnosis Gnosis Gnosis Battle Scars: Metis Deformity:, Maneuver/Weapon Roll Difficulty Damage Range Rate Clip &vr*jfoydfarf Maneuver Roll Diff Damage Bite Dex+Brawl 5 Strength+1/A Body Tackle Dex+Brawl 7 Spedal/B Claw Dex+Brawl 6 Strength+1/A Grapple Dex+Brawl 6 Strength/B Kick Dex+Brawl 7 Strength+1/B Punch Dex+Brawl 6 Strength/B A=Aggravated Damage B=Bashing Damage jdrtttw:


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